>>56719806>Type rarity has nothing to do with its performance, thoughNTA but that's simply not true. I agree with the main gist but type rarity back in Gen 1 almost entirely decided that game's entire balance and the knock off effects have lasted since.
Like it or not, the game's balance is usually determined by the games themselves, hence why you have so many shit ice types, they're available usually late and tend to have higher levels, meaning the shit resistances and wonky ass bodies for the type [see the however many Ice types built like walls when defensively it can't do it well] because in the games it really doesn't fucking matter that much since kids will finish with one or two mon 30 levels above endgame and have the raw stat differences carry them.
It's part of why both poison and bug needed the overhauls they got. Poison was supposed to be a weak obnoxious badguy type so it doing low damage and having bad match ups made sense because it let the kids have a chance to beat the bad guys without too much trouble but still have some threat. Similarly, bugs were originally all just trash meant to largely fall off after maybe carrying hard through raw final evo BST mechanically for one or two of them, so them sucking total ass didn't really matter.
It's the same reason Psychic, Ghost, and Dragon were set up how they were, their availability was later, and very low, so the types were really mainly balanced around the like 2-3 lines that existed rather than as the type itself and that kinda just echoed out from there once the few actual, literal glitches got ironed out.
Like by Gen 3 there was literally, barely enough dragons to fill a team of fully evolved pokemon, Kingdra, Salamance, Dragonite, Flygon, Altaria, Rayquaza, the type was designed how it was with the idea that it was a super late type that mainly existed to make at least one endgame boss special on beefy bodies and that function and availability 100% dictated the type's design and identity.